Diablo 3 Patch 1.0.3 Notes Revealed
Posted 19 June 2012 by XanthPatch 1.03 is coming today and with it a heap of changes. This popped up on the European forums and then disappeared just as quickly, but I assume it’s what we will all be seeing very shortly. One change that I’m most excited for is the fact that town is now safe again for players as monsters will be no longer kitable. Also it is interesting to note that they have fixed the bug that helped kungen cheat death a few weeks ago.
The very, very long list of changes after the bump.
Diablo III patch 1.0.3 is now live in Europe! Check out the full patch notes below to learn about all the latest changes.
Important: Please note that you will not be prompted to download patch 1.0.3 until the patch is live in your home region. If you are logging in from an American or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is Europe, you will be unable to log into the Americas or Asia using Global Play after patch 1.0.3 is live until those regions have also patched.
Diablo III Patch 1.0.3 – v.1.0.3.10057
Table of Contents
- General
- Battle.net
- Classes
- Items
- Crafting
- Followers
- Bosses
- Monsters
- Bug Fixes
General
- To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
- The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies
IncGamers’s Note – The Wheeping Willow?
Battle.net
General
- Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by
BattleTag - The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
- Chat settings and preferences will now be saved whenever you log out
- Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
Bug Fixes
- Using the /who command in a heavily populated chat channel should no longer cause the client to crash
- The “Invite to Party” button should no longer become grayed-out if a player:
- Declines a party invite
- Requests a party invite and then declines it
- Accepts a party invite, but immediately then leaves the party
- The character screen should now always display the display the correct act and quest information
- If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: “Battle.net is unable to add friends because you have Real ID disabled.”
Classes
Active Skills
Skill Rune –
Contempt for Weakness (db)
The amount of damage reflected will now cap at the player’s maximum Life
Skill Rune –
Crushing Advance (db)
The amount of damage reflected will now cap at the player’s maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected
Tooltip now displays the correct duration for how long a target will be slowed: “Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds.” (The functionality of the skill has not changed.)
Passive Skills
Relentless (db)
Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
Active Skills
Cluster Arrow (db)
Skill Rune –
Dazzling Arrow (db)
Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: “Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical.” (The functionality of the skill has not changed.)
Grenades (db)
Skill Rune –
Stun Grenades (db)
Tooltip now displays the correct duration for how long a target will be stunned: “Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds.” (The functionality of the skill has not changed.)
Bug Fixes
Caltrops (db)
Skill Rune –
Jagged Spikes (db)
Effect will now only stack up to 10 times on a single target
Elemental Arrow (db)
Skill Rune –
Nether Tentacles (db)
Tentacles will now only hit each target once
General
Monks can now use spears, two-handed weapons, and two-handed swords
Active Skills
Serenity (db)
Skill Rune –
Instant Karma (db)
The amount of damage reflected will now cap at the player’s maximum Life
Seven-Sided Strike (db)
Skill Rune –
Sustained Attack (db)
Tooltip has been updated for clarity: “Reduces the cooldown of Seven-Sided Strike to 23 seconds.” (The functionality of the skill has not changed.)
Damage will now cap based on the maximum Life of the target
Bug Fixes
Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
Active Skills
Summon Zombie Dogs (db)
Skill Rune –
Leeching Beasts (db)
Tooltip has been updated for clarity: “Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you.” (The functionality of the skill has not changed.)
Active Skills
Diamond Skill (db)
Skill Rune –
Mirror Skin (db)
The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
Magic Weapon (db)
When activated, a buff icon will now appear that displays the amount of time remaining
Meteor (db)
Skill Rune –
Star Pact (db)
Now deals damage as Arcane instead of Fire
Passive Skills
Paralysis (db)
Tooltip now displays the correct duration for how long a target will be stunned: “Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds.” (The functionality of the skill has not changed.)
Items
General
- +Attack Speed bonus values on weapons and armor have been reduced by 50% – (This change does not apply to quivers)
- High-end items (items level 61-63) will now drop in all Acts of [/wiki]Inferno[/wiki] and Acts III and IV of Hell difficulty
- The new approximate drop rates are as follows:
- Hell – Act III and Act IV
- iLvl 61: 9%
- iLvl 62: 1.9%
- iLvl 63: 0%
- Inferno – Act I
- iLvl 61: 17.7%
- iLvl 62: 7.9%
- iLvl 63: 2.0%
- Inferno – Act II
- iLvl 61: 18.6%
- iLvl 62: 12.4%
- iLvl 63: 4.1%
- Inferno – Act III and Act IV
- iLvl 61: 24.1%
- iLvl 62: 16.1%
- iLvl 63: 8.0%
Please see the Patch 1.0.3 Design Preview for more information and specific details
- Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses- The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
- The
Staff of Herding (db) can no longer be salvaged or dropped - Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
- Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
- Weapon racks will no longer drop weapons 100% of the time
- Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Weapons and Armor
- “Balanced” superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
- Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
- For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
Manticore (db) now has one additional bonus affix
User Interface
- Minimum damage and Maximum damage values will now display separately in an item’s tooltip (i.e. “+2-4 Damage” will now display as “+2 Minimum Damage” and “+2 Maximum Damage”)
- Tooltips for items on the ground will now show comparison stats
- Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
- When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
- When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
Bug Fixes
- Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix- Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed •Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
- Players wearing +Life on Kill items should no longer receive a benefit from this affix when “killing” friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
- Fixed a bug with linking items with socketed gems in chat
- Fixed a bug where vendors would occasionally not have any items for sale
- Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
- Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
- Fixed a bug that was causing Collector’s Edition dyes to sell for the same price regardless of stack size
Crafting
General
- The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
- The gold cost to level the Blacksmith has been reduced by 50%
- The number of Pages of Blacksmithing (db), Tomes of Blacksmithing (db), or Tomes of Secrets (db) required to level the Blacksmith has been reduced
- Base levels now require 1 page/tome, down from 5
- Milestone levels now require 2 pages/tomes, down from 5
- The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
- Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
- The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
- Weapon crafting costs have been reduced
- The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
- The gold and material cost to combine gems ranks 2-8 has been reduced
- Combinations for these ranks now only require 2 gems, down from 3
- The gold cost to combine each rank of gems is now as follows:
- Rank 2 – Flawed: 10 gold (down from 500 gold)
- Rank 3 – Regular: 25 gold (down from 750 gold)
- Rank 4 – Flawless: 40 gold (down from 1250 gold)
- Rank 5 – Perfect: 55 gold (down from 2000 gold)
- Rank 6 – Radiant: 70 gold (down from 3500 gold)
- Rank 7 – Square: 85 gold (down from 7500 gold)
- Rank 8 – Flawless Square: 100 gold (down from 20,000 gold)
Followers
Bug Fixes
Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
Skills
- Mass Control
- Radius reduced from 15 yards to 8 yards
- If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
- Skill will now correctly target enemies in all circumstances
Bosses
General
- Bosses have had their pathing improved
- The quality of the item for the fourth stack of
Nephalem Valor from bosses has been slightly reduced
Skeleton King- Abilities
- Will now summon Skeletal Archers in Hell and Inferno difficulties
- The
Warden (mini-boss) - Now has
Fast and
Molten affixes, in addition to
Jailer - In Inferno difficulty, the Warden will also gain the Desecrator affix
Butcher- Bug Fixes
- Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
Ghom- Abilities
- Gas Cloud – Radius of Gas Cloud has been slightly reduced
- Slowing effect has been removed
- The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
- In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
Maghda- Bug Fixes
- Punish Dust projectiles can no longer be reflected
Zoltun Kulle- General
- Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
- Abilities
- Ceiling Collapse -Can now be cast at a player from any range
- Fireball – Fireball attack now moves slower
- Can now be cast at a player from any range
- Teleport – Will now Teleport and run away from the player less often
- Will now occasionally Teleport to the player
Belial- General
- Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
- Bug Fixes
- Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
Siegebreaker- General
- Overall damage has been reduced
- No longer vulnerable to Confuse and Charm effects
- Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
- Now enrages after 4 minutes
- In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Cydaea- Abilities
- Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
- In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
Rakanoth- General
- In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Izual- General
- Health pool has been increased
- The number of Oppressors that join the fight has been reduced from 4 to 2
- Will no longer target Followers or Tyrael as frequently
- Abilities
- Base Attacks •Base attack damage has been lowered
- No longer does Cold damage on top of base attacks
- Charge has been reduced
- Knockback has been removed
- Will Charge slightly more often, but will only target players
- Frozen Bombs •Frozen Bomb damage has been reduced
- Bombs will now explode faster
- Only 8 Bombs will now spawn around the player rather than 12
- Bombs will spawn at Izual’s feet less often
- Frost Explosion damage has been reduced by 70%
- Duration of freeze has been increased
- Damage dealt to players while frozen will now break the effect
- Players can now use defensive cooldown while frozen
- Players can no longer avoid being frozen by doing high amounts of amount to Izual
- Bug Fixes
- Izual will no longer spawn twice if a player skips his introductory cut-scene
Diablo- Bug Fixes
- Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
- Diablo “Stomp” ability is now correctly classified as a debuff instead of a buff
- Fixed a bug that was causing pets to not attack Shadow Clones
Monsters
General
- Champions, Rares, and Uniques have had their pathing improved
- Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
- Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
- Colossal Golgor base damage has been reduced
- Herald of Pestilence tentacle attack damage has been reduced
- Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
- Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
- Succubus monsters will now run away less and for a shorter distance
- The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the
Fields of Misery - Lacuni and
Scavenger Rares and and Champions will now un-burrow when called by their allies - Bloodclan Warriors no longer
Knockback when buffed and attack slightly slower - Morlu no longer have the Invulnerable Minions,
Health Link, or Fire Chains affixes - Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
- Leaders of Invulnerable Minions packs have had their health pools reduced
- Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
Bug Fixes
- Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players- Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
- The Succubus “Blood Star” debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
- The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player’s skill, even if the cost is reduced by items or skill runes
- Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
- Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
- Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
- Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player’s location
- Fixed a bug where Sandwasp projectiles could sometimes become invisible
Bug Fixes
General
- The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
- The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
- Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
- Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
- It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
- It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
- Fixed a bug where The Lyceum in the
Southern Highlands was not appearing - Fixed a bug where players could switch their offerings in the Trade window right before clicking “Accept” and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
- Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
- Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an “un-walkable” location (i.e. to a barbarian in the middle of performing Leap)
- Fixed a position desync bug (aka “rubberbanding”) that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
- Fixed several issues where a player’s character would get stuck or “rubberband” while moving if their movement speed was slowed in any way
- Several performance improvements have been made to both the PC and Mac client
- Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
- Items with class-specific affixes should now display the class restriction properly
- It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
- The data displayed in each auction house tab should now properly reset when logging out






So long nethertentacles, it was fun while it lasted.
spam
Anyone dumb enough to click on potential scam/malware links deserves to have their non-authenticator account hacked.
Are u mad bro? U sound mad.
It’s about time. That skill made bosses trivial.
BB Nethertentacles, Hello Ball Lightning
i already pre-switched to ball lightning because i like it better anyhow.
Someone please make sense of the drop rates for me! What is iLvl? How does it work!?!?
iLvl = item Level. Because items have a lvl requirement and actual item lvl. Since her character can not go pass lvl 60n item lvl 61 to 63 still have requirement lvl 60. They are suppose to fix the missing information by showing the item lvl with the required lvl for item lvl 60 to 63 (btw monster in inferno start at lvl 61 up to 63 in act 3 and 4)…
Basically, it is different “tiers” of lvl60 weapons. A lvl 60 character can use ilvl 60+ but a ilvl 63 is more powerful than a ilvl61.
“Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses”
I hate botters even more than I thought was possible.
Farming the clouds in Whimsyshire seems pointless now.
Perhaps the clouds/etc in Whimsyshire doesn’t count as Chests/Barrels/Etc?
I’m actually quite pleased with that change, means I no longer have to carry around a full set of MF gear and tediously equip it piece by piece before opening opening resplendant chests. This way I can safely loot those chests without feeling like I’m losing out on a potential rare or legendary. Then again, I dislike MF as a whole so perhaps it’s just me.
Also, “Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed.”
It’s a shame they couldn’t think of another method to combat botters. Watching a rare ring drop from the 1,000,000th barrel you just destroyed is a thing of Diablo lore.
Is that the reason for these changes? All I could think was, “Holy nerfing, Batman.” They completely removed pretty much every reason to click objects, right down to “weapon racks don’t always drop weapons.” Really sucks that they couldn’t come up with a better way to fight these guys, this ruins a lot of fun for casual players. Still remember my first Stormshield dropping from a barrel!
yes, that is extremely stupid
The worst part is that it doesn’t even stop bots at all, it just makes them slightly less effective. You think these botters care? They’re just laughing now.
All it does is make the game even more boring for the legit player then it already is.
This is especially disappointing to me since my first (1 of 2) legendary drop was from a pile of bones in act 2 inferno.
That will never change though. In fact its even more special now
this is the end for DH.
with the broken SS which does not lose agro inferno is a piece of … heaven…
Not to sure how this will affect me and my DH. Eather people will start using BoL (Ball of Lightning) or keep using NT. Im afraid azzmo runs and other things will become a whole $#^& tone harder….
Are they going to refund all of us idiots who upgraded everything at the much much higher prices?
No.
Thanks Blizzard!
That’s just the price we pay for being early adopters
Us really early adopters are selling our AS-eq atm and buying new stuff tomorrow!
Not really sure what to get for my monk though, even with all AS he’s much worse than all those wizards and DHs
While I feel cheated too (Blacksmith and Jeweler maxed), I think it’s silly they DECREASED the upgrade costs like it was prohibitively expensive in the first place.
With crafting costs DECREASED, you’d think they’d INCREASE upgrade costs. So much for all the gold sinks…
I agree, it seems odd removing gold sinks from a game with hardly any gold sinks. It’s not like they were even that expensive, maybe compared to the AH sure, but can they really balance vendors and things against an ever changing AH market?
Do we want them to?
Ironically now the gold sink may be sinking gold. It isn’t much of a gold sink if people are not using it.
So many fixes, it just proves they did nothing during beta.
Damned if they do, damned if they don’t.
“damned if they do” is totally incorrect
if they had done it, then then they wouldn’t be damned at all
your post should have been, “damned because they didn’t, damned because they did it late”
They said many times the beta was primarily for server testing and not balancing. Not to mention a vast majority of the changes (if not all) only apply to areas/levels/items/difficulties not in the beta.
False. They were busy redesigning the whole friggin rune system during beta (which doubled as a server stress test). Your comment is both correct and absurd at the same time, which leaves me a bit stymied. Then again, so do all of your posts. Well done sir!
Every time I read a post you write its insulting someone. You’re such a troll and a big diablo nerd. Get a life.
Gotta love someone with such a great sense of self-awareness…
Correct, I’m a Diablo nerd on, of all things, a Diablo fansite… You just have your panties in a bunch because I called you out for complaining a week ago and told you to go play Deus Ex, as your name suggests.
Back to the point at hand, the game was delayed through beta so that they could revamp the failed rune system and the secondary function was to stress the servers. Imagine, defending one of the original trolls (TommyJ) by calling me a troll too! TROLOLOLOL!
“the bridge from New Tristram to The Weeping Willow”
Pretty much sums it up for me.
“Players can no longer avoid being frozen by doing high amounts of amount to Izual”
Nice.
And the mortar change is just lulz. This is their “fix”? It can already extend out past a full screen, so now elites will be blasting you while you’re fighting a pack of monsters before you even realize there’s an elite pack. Fun!
I sincerely hope there’s more to the fix than that. Doubling the dead zone won’t change much when some mobs are able to shoot mortars in melee range.
they can’t shoot in melee range
the minimum range has been increased by 100%
so if the min range was 5 yards, it is now 10, so if you rush into melee range and get within 10 yards they can’t hit you
Believe me, they can. I died repeatedly to a cultist pack yesterday because they kept shooting 10k mortars at me while I was meleeing them. I don’t know whether it’s a mob-specific bug or intentional, but either way it’s fubar and in need of fixing.
It’s a hilarious bug. Some monsters have the correct minimal range, others have no minimal range.
The D3 team needs stop pretending their Q&A is worth a damn and start doing betas for these patches. The SC2 and WoW teams do it, why can’t they?
I have observed that if you stand in melee range with your back to a wall, the mortar will land on you instead of going over your head (beyond the wall). I have yet to meet a Mortar pack that would hit me in melee, other then when the individual monsteres are spread out.
All mortar monsters have the potential to blast you in melee range. Just back them up against a wall, and there you go. Particularly in a narrow corridor.
The mod is just plain stupid and they should feel bad for thinking they could fix it.
I have never seen a bug making mortar shoot melee, however, mortars can’t go past a wall, meaning that a waller can trick you by putting a wall just behind you then shoot at melee range.
Or maybe i was just lucky enough not to encounter that bug.
Interesting changes, can’t wait to test out the Blacksmiths Recipes now that they are reasonably priced! I might even have a go at Inferno..
I can’t find the part where bosses in nightmare and hell should be guaranteed to drop decent loot when killed the first time?
Jay Wilson said that change would come in a later patch.
They do not drop decent loot even in inferno I have had 5 NV buffs with 150% MF on with a 300% MF barb with me and all that droped was 5 6 blues 0 rares at times and 95% of the ime those blues were crap. I say do not btoher killing a boss less its butcher because hes so easy.
That sounds like a bug – I’ve always had at least 2 rares with 5 NV stacks from an act boss, and I’ve run Diablo (Hell) and the Butcher/Belial in Inferno more times than I’m happy counting…
This is an absolute lie (or perhaps you are just mistaken), because if you have 5 NV buffs you are currently guaranteed 2 rares from bosses. With this patch it is reduced to 1 rare, but there it is (and an increase to 1 guaranteed rare from champs).
maybe he was killing izual? not all purples drop rares and he was one of them.
that not being the case i would have to call him a liar, killing bosses with 5 stacks always gave 2 rares. this new system is better imo. now i can full clear acts which is more fun to me
I’ve only ever seen blue drops if you don’t have 5 stacks of NV. I’ve always received the 2 rares from him with full stacks. The only purples I know of that don’t drop rares are the rare-spawns throughout the world.
That’s funny Niz, because when I was farming him on Nightmare with my lvl 60 wiz to get the herding staff plan, he only ever dropped 2 blues. That includes two times when I killed him with 4 NV and 5 NV.
The only potential way to square this is to say that 5 NV doesn’t affect him on Nightmare, but it does on Hell or Inferno? Seems unlikely to have a specific exclusion for him like that, though.
@Lanth – Interesting. It’s very possible that I just got lucky when I beat him? I didn’t farm him consistently, so that’s entirely possible.
Other than Izzual, I wouldn’t know another example of this occuring though. Magda, Aranea, Mistress of Lust, etc, have all dropped rares. (In short, all bosses that have the “accept” preamble when you’re in multiplayer.
The other unique I just thought of that doesn’t is the Hammerarm guys in A4 for the rifts and the aspect illusions as you’re ascending the the Arch. (None of these have a boss introduction though)
..and as I understand, that guaranteed rare is an addition to two possible rare drops?
If you are lucky enough, you may drop only rares on a boss. The only difference is that now, you have one guaranteed instead of two.
Why are they so secretive about the patch notes? They’ve known for at least days if not weeks what this patch would contain. They could surely have posted it yesterday or this morning. Why shroud it in such mystery?
That’s a lot of notes so it probably took a while to compile, and the version that went up had typos and as you can see from VloodTempes’ comment above you, is probably missing some things.